Class ShaderLayer
#include <Geode/binding/ShaderLayer.hpp>
classShaderLayer:publiccocos2d::CCLayer{ ... }
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Examples0
Public static methods1
staticShaderLayer*create()
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Public member functions75
virtualboolinit()
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virtualvoidvisit()
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cocos2d::CCPointobjectPosToShaderPos(cocos2d::CCPointposition)
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voidperformCalculations()
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voidpreBulgeShader()
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voidpreChromaticGlitchShader()
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voidpreChromaticShader()
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voidpreColorChangeShader()
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voidpreCommonShader()
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voidpreGlitchShader()
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voidpreGrayscaleShader()
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voidpreHueShiftShader()
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voidpreInvertColorShader()
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voidpreLensCircleShader()
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voidpreMotionBlurShader()
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cocos2d::CCPointprepareTargetContainer()
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voidprePinchShader()
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voidprePixelateShader()
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voidpreRadialBlurShader()
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voidpreSepiaShader()
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voidpreShockLineShader()
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voidpreShockWaveShader()
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voidpreSplitScreenShader()
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boolresetAllShaders()
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voidresetTargetContainer()
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voidsetupBulgeShader()
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voidsetupChromaticGlitchUniforms()
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voidsetupChromaticUniforms()
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voidsetupColorChangeShader()
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voidsetupCommonUniforms()
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voidsetupGlitchUniforms()
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voidsetupGrayscaleShader()
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voidsetupHueShiftShader()
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voidsetupInvertColorShader()
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voidsetupLensCircleShader()
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voidsetupMotionBlurShader()
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voidsetupPinchShader()
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voidsetupRadialBlurShader()
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voidsetupSepiaShader()
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voidsetupShockLineUniforms()
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voidsetupShockWaveUniforms()
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voidsetupSplitScreenShader()
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voidtriggerBulge(floatfadeTime,floatbulge,floatscreenOffsetX,floatscreenOffsetY,floatradius,inttargetID,inteasingType,floateasingRate,boolrelative)
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voidtriggerChromaticGlitch(boolenable,floatduration,floatspeed,floatstrength,floatrgbOffset,floatlineThickness,floatlineStrength,floatsegmentHeight,inteasingType,floateasingRate,boolrelative,boolrelativePos)
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voidtriggerChromaticX(floatfadeTime,floattargetX,inteasingType,floateasingRate,boolrelative)
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voidtriggerChromaticY(floatfadeTime,floattargetY,inteasingType,floateasingRate,boolrelative)
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voidtriggerColorChange(floatfadeTime,floatcr,floatcg,floatcb,floatbr,floatbg,floatbb,inteasingType,floateasingRate)
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voidtriggerGlitch(floatfadeTime,floatstrength,floatspeed,floatsliceHeight,floatmaxSliceXOff,floatmaxColXOff,floatmaxColYOff,boolrelative)
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voidtriggerGrayscale(floatfadeTime,floattarget,booluseLuminance,inttintChannel,inteasingType,floateasingRate)
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voidtriggerHueShift(floatfadeTime,floatdegrees,inteasingType,floateasingRate)
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voidtriggerInvertColor(floatfadeTime,floattarget,,,,booleditRGB,booltweenRGB,boolclampRGB,inteasingType,floateasingRate)
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voidtriggerLensCircle(floatfadeTime,floatsize,floatfade,floatstrength,inttargetID,inttintChannel,floatscreenOffsetX,floatscreenOffsetY,inteasingType,floateasingRate,boolrelative)
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voidtriggerMotionBlurX(floatfadeTime,floattargetX,floatintensity,floatfade,inttargetID,floatfollowEase,booldualDir,intrefChannel,inteasingType,floateasingRate,boolrelative,boolemptyOnly)
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voidtriggerMotionBlurY(floatfadeTime,floattargetY,floatintensity,floatfade,inttargetID,floatfollowEase,booldualDir,intrefChannel,inteasingType,floateasingRate,boolrelative,boolemptyOnly)
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voidtriggerPinchX(floatfadeTime,floattargetX,floatscreenOffsetX,floatradius,floatmodifier,booltarget,inttargetID,inteasingType,floateasingRate,boolrelative)
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voidtriggerPinchY(floatfadeTime,floattargetY,floatscreenOffsetY,floatradius,floatmodifier,booltarget,inttargetID,inteasingType,floateasingRate,boolrelative)
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voidtriggerPixelateX(floatfadeTime,floattargetX,boolsnapGrid,boolhardEdges,inteasingType,floateasingRate,boolrelative)
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voidtriggerPixelateY(floatfadeTime,floattargetY,boolsnapGrid,boolhardEdges,inteasingType,floateasingRate,boolrelative)
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voidtriggerRadialBlur(floatfadeTime,floatsize,floatintensity,floatfade,intrefChannel,floatscreenOffsetX,floatscreenOffsetY,booltarget,inttargetID,inteasingType,floateasingRate,boolemptyOnly)
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voidtriggerShockLine(floatspeed,floatthickness,boolrotate,boolflip,booldual,boolinvert,floatstrength,floatwaveWidth,floatfadeIn,floatfadeOut,floattimeOffset,floatscreenOffset,inttargetID,booltarget,boolfollow,boolrelative,floatmaxSize,boolanimate,floatfadeTime,inteasingType,floateasingRate)
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voidtriggerShockWave(floatspeed,floatthickness,floatstrength,floatwaveWidth,floatfadeIn,floatfadeOut,floattimeOffset,boolinvert,floatinner,floatscreenOffsetX,floatscreenOffsetY,inttargetID,booltarget,boolfollow,boolrelative,floatouter,floatmaxSize,boolanimate,floatfadeTime,inteasingType,floateasingRate)
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voidtriggerSplitScreenCols(floatfadeTime,floattargetX,inteasingType,floateasingRate)
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voidtriggerSplitScreenRows(floatfadeTime,floattargetY,inteasingType,floateasingRate)
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voidtweenValue(floatfromValue,floattoValue,intaction,floatduration,inteasingType,floateasingRate)
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voidtweenValueAuto(floatvalue,intaction,floatduration,inteasingType,floateasingRate)
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voidupdateEffectOffsets(cocos2d::CCPointcenter)
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voidupdateShockLineCenter(cocos2d::CCPointcenter)
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voidupdateShockWaveCenter(cocos2d::CCPointcenter)
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Fields120
GJShaderStatem_state;
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boolm_timesyncShaderActions;
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cocos2d::CCGLProgram*m_shader;
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cocos2d::CCRenderTexture*m_renderTexture;
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cocos2d::CCSprite*m_sprite;
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boolm_antiAlias;
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boolm_configuredAntiAlias;
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void*m_unk3d4;
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GJBaseGameLayer*m_gameLayer;
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cocos2d::CCPointm_savedCameraPosition;
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floatm_savedCameraRotation;
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floatm_shockWaveTimeMult;
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floatm_scaleFactor;
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floatm_aspectRatio;
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cocos2d::CCSizem_screenSize;
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cocos2d::CCSizem_textureContentSize;
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cocos2d::CCSizem_targetTextureSize;
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cocos2d::CCSizem_targetTextureSizeExtra;
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intm_textureScaleUniform;
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intm_textureScaleInvUniform;
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intm_screenAspectUniform;
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intm_screenAspectINVUniform;
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intm_shaderPositionUniform;
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intm_blurRefColorUniform;
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intm_blurUseRefUniform;
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intm_blurIntensityUniform;
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intm_blurOnlyEmptyUniform;
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intm_shockWaveTimeUniform;
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intm_shockWaveTime1Uniform;
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intm_shockWaveTime2Uniform;
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intm_shockWaveTime3Uniform;
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intm_shockWaveTime4Uniform;
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intm_shockWaveStrengthUniform;
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intm_shockWaveWavesUniform;
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intm_shockWaveCenterUniform;
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intm_shockWaveInvertUniform;
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intm_shockWaveMinSizeUniform;
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intm_shockWaveMaxSizeUniform;
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intm_shockWaveMaxDistValUniform;
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floatm_shockWaveTime1;
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floatm_shockWaveTime2;
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floatm_shockWaveTime3;
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floatm_shockWaveTime4;
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floatm_shockWaveMaxDistVal;
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floatm_shockWaveMinSize;
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floatm_shockWaveMaxSize;
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boolm_shockWaveUnk46c;
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intm_shockLineTimeUniform;
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intm_shockLineTime1Uniform;
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intm_shockLineTime2Uniform;
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intm_shockLineTime3Uniform;
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intm_shockLineTime4Uniform;
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intm_shockLineAxisUniform;
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intm_shockLineDirectionUniform;
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intm_shockLineDualUniform;
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intm_shockLineWavesUniform;
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intm_shockLineStrengthUniform;
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intm_shockLineCenterUniform;
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intm_shockLineMaxDistValUniform;
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floatm_shockLineTime1;
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floatm_shockLineTime2;
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floatm_shockLineTime3;
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floatm_shockLineTime4;
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floatm_shockLineMaxDistVal;
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intm_unk4b4;
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intm_unk4b8;
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intm_unk4bc;
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intm_glitchBotUniform;
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intm_glitchTopUniform;
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intm_glitchXOffsetUniform;
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intm_glitchColOffsetUniform;
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intm_glitchRndUniform;
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intm_chromaticXOffUniform;
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intm_chromaticYOffUniform;
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intm_cGRGBOffsetUniform;
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intm_cGYOffsetUniform;
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intm_cGTimeUniform;
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intm_cGStrengthUniform;
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intm_cGHeightUniform;
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intm_cGLineThickUniform;
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intm_cGLineStrengthUniform;
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intm_lensCircleOriginUniform;
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intm_lensCircleStartUniform;
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intm_lensCircleEndUniform;
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intm_lensCircleStrengthUniform;
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intm_lensCircleTintUniform;
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intm_lensCircleAdditiveUniform;
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intm_radialBlurCenterUniform;
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intm_radialBlurValueUniform;
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intm_blurFadeUniform;
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intm_motionBlurValueUniform;
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intm_motionBlurMultUniform;
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intm_motionBlurDualUniform;
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intm_bulgeValueUniform;
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intm_bulgeValue2Uniform;
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intm_bulgeOriginUniform;
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intm_bulgeRadiusUniform;
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intm_pinchValueUniform;
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intm_pinchCenterPosUniform;
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intm_pinchCalcUniform;
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intm_pinchRadiusUniform;
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intm_grayscaleValueUniform;
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intm_grayscaleTintUniform;
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intm_grayscaleUseLumUniform;
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intm_sepiaValueUniform;
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intm_invertColorValueUniform;
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intm_hueShiftCosAUniform;
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intm_hueShiftSinAUniform;
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intm_colorChangeCUniform;
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intm_colorChangeBUniform;
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intm_rowmodUniform;
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intm_colmodUniform;
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intm_rowmodCalcUniform;
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intm_colmodCalcUniform;
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intm_splitXStartUniform;
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intm_splitXRangeUniform;
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intm_splitXRangeMultUniform;
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intm_splitYStartUniform;
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intm_splitYRangeUniform;
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intm_splitYRangeMultUniform;
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